static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
- long k;
- int spk = ALL_SILENT;
- k = locations[game.loc].sound;
- if (k != SILENT) {
- rspeak(k);
- if (locations[game.loc].loud)
- return GO_CLEAROBJ;
- else
- spk = NO_MESSAGE;
+ long sound = locations[game.loc].sound;
+ if (sound != SILENT) {
+ rspeak(sound);
+ if (!locations[game.loc].loud)
+ rspeak(NO_MESSAGE);
+ return GO_CLEAROBJ;
}
for (int i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
pspeak(i, hear, mi, true, packed_zzword);
- spk = NO_MESSAGE;
+ rspeak(NO_MESSAGE);
/* FIXME: Magic number, sensitive to bird state logic */
if (i == BIRD && game.prop[i] == 5)
DESTROY(BIRD);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+ rspeak(ALL_SILENT);
return GO_CLEAROBJ;
}
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
- spk = NOTHING_LOCKED;
if (HERE(CLAM))
obj = CLAM;
if (HERE(OYSTER))
if (HERE(CHAIN))
obj = CHAIN;
if (obj == NO_OBJECT || obj == INTRANSITIVE) {
- rspeak(spk);
+ rspeak(NOTHING_LOCKED);
return GO_CLEAROBJ;
}
}
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
+ int spk = actions[verb].message;
if (obj == CLAM || obj == OYSTER)
return bivalve(verb, obj);
if (obj == DOOR)
- spk = RUSTY_DOOR;
- if (obj == DOOR && game.prop[DOOR] == DOOR_UNRUSTED)
- spk = OK_MAN;
+ spk = (game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR;
if (obj == CAGE)
spk = NO_LOCK;
if (obj == KEYS)